GGACR/Dizzy: Difference between revisions

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==[[Dustloop_Wiki:Roadmap/GGACR#ABA|Roadmap]]==
==[[Dustloop_Wiki:Roadmap/GGACR#Dizzy|Roadmap]]==
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==Navigation==
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{{#lsth:GGACR/Dizzy/Data|Links}}

Revision as of 16:01, 14 November 2019

Dizzy
GGAC Dizzy Portrait.png
Movement Options
Double Jump, 2 Airdashes, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Overview

Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match.

In neutral, she's one of the most frustrating characters to pin down thanks to her fast double airdash, long-range normals, and anti-airs. Once she gets her projectile zoning started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Once she finds a knockdown to start her offense, especially in the corner, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, and more.


 Dizzy -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://www.youtube.com/watch?v=3XN5uZz5ncw

}}


Normals

5P
GGAC Dizzy 5P.png
GGXXACPR Dizzy 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 2 12 -4 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Dizzy 5P.png
GGXXACPR Dizzy 5P-Hitbox.png


Dizzy does a quick and short-ranged poke with her hand.


5P can whiff on some crouching opponents (like Faust and Chipp, for example). It can be used as a quick anti-air move but it may not be as effective against most air-to-ground attacks, compared to 2S or 6P. Limited use, as Dizzy has other normals to use which have better utility than 5P.

5K
GGAC Dizzy 5K.png
GGXXACPR Dizzy 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 7 4 14 -4 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy 5K.png
Dizzy's go to poke
GGXXACPR Dizzy 5K-Hitbox.png


Dizzy faces away from her opponent and does a thrust kick.


5K, while slower than 5P, is much more useful due to it having longer range and doing more damage. 5K is a good opening move to start a combo off with because of its range and can also be jump cancelled giving you some options on hit or block.

c.S
GGAC Dizzy cS.png
GGXXACPR Dizzy cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 5 2 11 +1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy cS.png
GGXXACPR Dizzy cS-Hitbox.png
•Dizzy modifier x2


Dizzy does a downward-angled slash when she is close to an opponent.


c.S is a quick attack that gives frame advantage of +1 and does good damage. It is a good move to use mid-combo but not as a opening attack because of its limited and specific range.

f.S
GGAC Dizzy fS.png
GGXXACPR Dizzy fS-1-Hitbox.png
GGXXACPR Dizzy fS-2-Hitbox.png
GGXXACPR Dizzy fS-3-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×5 Mid 8 2×4,6 12 -4 3 10×5 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×5 SR 13 14×3, Stagger 35, 14 14 6
GGAC Dizzy fS.png
GGXXACPR Dizzy fS-1-Hitbox.pngGGXXACPR Dizzy fS-2-Hitbox.pngGGXXACPR Dizzy fS-3-Hitbox.png
Frames 8-9, 20-21 • Frames 10-11, 18-19 • Frames 12-17
•Fourth hit staggers on hit for max 35F


Dizzy utilizes Undine for an ice spear attack.


Though f.S has good range, it will whiff on all crouching opponents (except for Potemkin), so don't use it against an opponent that is blocking as they can switch to crouch mid-block. Also, f.S is a good move to use against an opponent that airdashes in because it has good range and hits multiple times (mid-air juggle), which if hit-confirmed you can followup with 236H to combo. It also forces an airborne opponent to use FD to block all the hits, making them waste tension in the process.

5H
GGAC Dizzy 5H.png
GGXXACPR Dizzy 5H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 12 6 15 -4 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 17 16 14
GGAC Dizzy 5H.png
GGXXACPR Dizzy 5H-Hitbox.png


Dizzy spins around and does a morphed arm attack toward her opponent.


5H does good damage and is her longest-ranged normal move, though it comes out relatively slow. It is best utilized mid-combo string and followed up with 2H if close or 236H if far away.

6P
GGAC Dizzy 6P.png
GGXXACPR Dizzy 6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 11 4 19 -9 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~14F Upper Body SR 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Dizzy 6P.png
GGXXACPR Dizzy 6P-Hitbox.png
•Untechable on CH for 40F


Dizzy utilizes Necro for a thrusting attack with a dragon's head.


A command normal move with short range, 6P can be used to stuff out an opponent's attack to score a counter-hit, which also knocks them away from you on hit and can cause wallbounce if they are near the proximity of a wall. 6P can also be used as an anti-air attack since it gives you upper body invincibility (from 1-14F), but its startup is a bit slow so it must be used earlier, compared to 2S.

6H
GGAC Dizzy 6H.png
GGXXACPR Dizzy 6H-1-Hitbox.png

1st Hit (Frames 18-20)

GGXXACPR Dizzy 6H-2-Hitbox.png

1st Hit (Frames 21-23)

GGXXACPR Dizzy 6H-3-Hitbox.png

1st Hit (Frames 24-26)

GGXXACPR Dizzy 6H-4-Hitbox.png

2nd Hit (Frames 28-30)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38×2 Mid 18 9,3 21 -5 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SRF, SJRF 18 19, Launch 28 18 15 18~20F, 27~29F
GGAC Dizzy 6H.png
GGXXACPR Dizzy 6H-1-Hitbox.pngGGXXACPR Dizzy 6H-2-Hitbox.pngGGXXACPR Dizzy 6H-3-Hitbox.pngGGXXACPR Dizzy 6H-4-Hitbox.png
1st Hit (Frames 18-20) • 1st Hit (Frames 21-23) • 1st Hit (Frames 24-26) • 2nd Hit (Frames 27-29)
•Both hits stagger on ground CH (max 35F)
•2nd hit is untechable on air CH for 80F


Dizzy thrusts her tail forward for an attack.


A command normal move that is slow to startup, 6H can be used as a part of her okizeme to deter an opponent from mashing out of pressure and catch them for a counter-hit in the process.

5D
GGAC Dizzy 5D.png
GGXXACPR Dizzy 5D-1-Hitbox.png

Frames 29-32

GGXXACPR Dizzy 5D-2-Hitbox.png

Frames 33-38

Frames 39-42

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 29 14 15 -12 4 11 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 16 Launch 48 16 14
GGAC Dizzy 5D.png
GGXXACPR Dizzy 5D-1-Hitbox.pngGGXXACPR Dizzy 5D-2-Hitbox.png
Frames 29-32 • Frames 33-42
•Dizzy modifier x1.5


Dizzy unknowingly utilizes Necro for her Dust attack, which is an uppercut from Necro.


5D has a slow startup, but has good range. On hit, the opponent is launched into the air for an opportunity at a Dust combo, an air combo. Dizzy has the potential for high damage combos via her Dust, especially if you decide to do an Impossible Dust combo. It is hard to connect with 5D as a stand-alone move, since it's slow, but if you utilize it with her various summon attacks, your opponent will not be able to see the Dust attack coming.

2P
GGAC Dizzy 2P.png
GGXXACPR Dizzy 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 6 3 9 -2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% CSR 9 10 10 11
GGAC Dizzy 2P.png
GGXXACPR Dizzy 2P-Hitbox.png


Dizzy extends her fingernails from her hand for a crouching attack.


2P can be used to poke because it's almost as fast as 5P but also has good range. Though it can gatling into itself, it's better to combo for a knockdown whenever possible if you hit-confirm a 2P. If you happen to hit at a long-range 2P, or do a followup 2P, it may be difficult to combo afterwards due to your opponent being pushed back from the intial hit, so if you are close to your opponent when 2P hits, you'll have an easier time comboing into something. 2P can also be used for tick-throws.

2K
GGAC Dizzy 2K.png
GGXXACPR Dizzy 2K-1-Hitbox.png

Frames 6-7

GGXXACPR Dizzy 2K-2-Hitbox.png

Frames 8-9

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Low 6 4 9 -1 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 11 12 12 12
GGAC Dizzy 2K.png
Opens up the gates for summon combos
GGXXACPR Dizzy 2K-1-Hitbox.pngGGXXACPR Dizzy 2K-2-Hitbox.png
Frames 6-7 • Frames 8-9


Dizzy uses her tail for a crouching attack.


2K is just as fast as 2P, but it has a shorter range and is your next best poking tool. It can gatling into 2H or 2D, for knockdown. At close-range, it can gatling into c.S / 2S / 6P and 5H (only against crouching opponents) for combos. 2K can also be used for tick-throws, like 2P.

2S
GGAC Dizzy 2S.png
GGXXACPR Dizzy 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 7 3 22 -11 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy 2S.png
GGXXACPR Dizzy 2S-Hitbox.png


Dizzy goes low to the ground and extends both of her wings upward for a crouching attack.


2S is what Dizzy mainly uses for an anti-air attack because it lowers her hitbox to the ground and is a fairly fast attack. You can often score a counter-hit with this against an opponent's jump-in attack and link into 421[S] and go into a Bubble Loop for heavy damage. However, in order for this option to work, your opponent has to be fairly close and above you as you get a counter-hit 2S. The safest option here is to go for an air combo after 2S hits. This move has a limited horizontal range, so be careful if you combo a grounded opponent with 2S.

2H
GGAC Dizzy 2H.png
GGXXACPR Dizzy 2H-1-Hitbox.png

Frames 8-9

GGXXACPR Dizzy 2H-2-Hitbox.png

Frames 10-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 8 4 38 -23 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SRF 18 Down 18 15 8~10F
GGAC Dizzy 2H.png
GGXXACPR Dizzy 2H-1-Hitbox.pngGGXXACPR Dizzy 2H-2-Hitbox.png
Frames 8-9 • Frames 10-11
•Groundbounces on CH (untechable for 90F)
•Dizzy modifier x1.5


Dizzy utilizes Necro for a downward axe slash as a crouching attack.


2H is a move with various uses. First, it can be used for knockdown then cancelling into a 214 summon for okizeme, though your followup summon may vary depending on the range of the 2H knockdown hit. Second, it can be used to fish for counter-hits by baiting your opponent to hit you, then you throw out a 2H to hit them and if your guess is correct you score a counter-hit 2H. If you score a counter-hit 2H, you get a groundbounce which launches your opponent into the air allowing you ample time to followup with a combo. 2H also has a FRC point, which if utilized can make the move much more safer to use by cutting down on its long recovery time, especially if it's whiffed or not cancelled. You can even utilize the 2H FRC point to prolong a pressure string or even extend a combo. 2H also has an ability to be late buffered into 236H. This can occur in a pressure string that seeming ends with 2H, then you late buffer into 236H afterwards and can sometimes catch an opponent off guard.

2D
GGAC Dizzy 2D.png
GGXXACPR Dizzy 2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Low 12 3 33 -19 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 9~26F, 36~39F Low Profile
27~35F Above Feet
SJR 16 Down 16 13
GGAC Dizzy 2D.png
GGXXACPR Dizzy 2D-Hitbox.png


Dizzy is utilized by Necro for her Sweep attack, a low-hitting ground slam from Necro for a crouching attack.


2D is mainly used for knockdowns at farther ranges compared to 2H. The jump-cancel on 2D can be used during a blockstring for more pressure options or bubble okizeme after a knockdown.

j.P
GGAC Dizzy jP.png
GGXXACPR Dizzy jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 High/Air 6 2 10 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% CSJR 9 10 10 11
GGAC Dizzy jP.png
Hits deeper than jH
GGXXACPR Dizzy jP-Hitbox.png


Dizzy extends her fingernails downward at an angle from her hand for an aerial attack.


j.P is a fast air poke that is usually used a part of an air combo or to pop a bubble.

j.K
GGAC Dizzy jK.png
GGXXACPR Dizzy jK-1-Hitbox.png

Frames 4-9

GGXXACPR Dizzy jK-2-Hitbox.png

Frames 10-15

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High/Air 4 12 12 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Dizzy jK.png
GGXXACPR Dizzy jK-1-Hitbox.pngGGXXACPR Dizzy jK-2-Hitbox.png
Frames 4-9 • Frames 10-15


Dizzy extends her tail downward for an aerial attack.


j.K is faster than j.P but has a shorter range. It is usually used as an opening attack for an air combo after a ground launch or to pop a bubble.

j.S
GGAC Dizzy jS.png
GGXXACPR Dizzy jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 9 4 16 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy jS.png
Strong horizontal air-to-air
GGXXACPR Dizzy jS-Hitbox.png


Dizzy utilizes Undine for an aerial ice spear attack.


j.S has good horizontal range and can be used as an air-to-air poke or as part of an air combo. It also can be used to pop bubbles after summoning them by airdashing backwards and using j.S.

j.H
GGAC Dizzy jH.png
GGXXACPR Dizzy jH-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 High/Air 11 4 28 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Dizzy jH.png
A Beginner's Guide to Double Digit Plusframes
GGXXACPR Dizzy jH-Hitbox.png


Dizzy utilizes Necro for an aerial downward-angled claw attack.


j.H, though a bit slow to startup, is a powerful attack on hit and block. You can sometimes score counter-hits with j.H, which if used at the right range can stuff some aerial attacks, and once you get that counter-hit the opponent is put into a float state for a chance at a followup combo opportunity. If a grounded opponent blocks j.H, they are put into a long period of blockstun and become susceptible to a fuzzy guard scenario with a followup j.P for an instant overhead attack. A guessing game of a high-and-low mixup then takes place after the j.H is blocked because an opponent must decide whether to continue to block high to guard against a possible j.P or to block low against a possible land > 2K.

j.D
GGAC Dizzy jD.png
GGXXACPR Dizzy jD-1-Hitbox.png

1st Hit (Frames 10-11)

GGXXACPR Dizzy jD-2-Hitbox.png

1st Hit (Frames 12-14)

GGXXACPR Dizzy jD-3-Hitbox.png

1st Hit (Frames 15-16)

GGXXACPR Dizzy jD-4-Hitbox.png

1st Hit (Frames 17-18)

GGXXACPR Dizzy jD-5-Hitbox.png

2nd Hit (Frames 19-21)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 40 High/Air 10 9,3 15+5 after landing 4 11×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 16 Launch 22, 26 14
GGAC Dizzy jD.png
GGXXACPR Dizzy jD-1-Hitbox.pngGGXXACPR Dizzy jD-2-Hitbox.pngGGXXACPR Dizzy jD-3-Hitbox.pngGGXXACPR Dizzy jD-4-Hitbox.pngGGXXACPR Dizzy jD-5-Hitbox.png
1st Hit (Frames 10-12) • 1st Hit (Frames 13-14) • 1st Hit (Frames 15-16) • 1st Hit (Frames 17-18) • 2nd Hit (Frames 19-21)
•During 10~12F 1st hit is untechable for 28F on ground hit, for 16F on air hit
•2nd hit pushes opponent upwards on hit


Dizzy is utilized by Necro for an aerial swinging attack.


j.D is an attack with a large range due to Dizzy being swept around in an arc. When you use j.D, there is a 5F recovery period upon landing afterwards. It is often used as an air combo ender and is also a good stand-alone move to use against an aerial opponent. If j.D is used as an air-to-ground attack it will launch the opponent into the air on hit.

j.2S
GGAC Dizzy j2S.png
A normal to surpass Guilty Gear
GGXXACPR Dizzy j2S-1-Hitbox.png

Frames 7-9

GGXXACPR Dizzy j2S-2-Hitbox.png

Frames 10-12

GGXXACPR Dizzy j2S-3-Hitbox.png

Frames 13-14

Frame 15

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 7 9 8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~23F Throw SR 13 14 14 13
GGAC Dizzy j2S.png
A normal to surpass Guilty Gear
GGXXACPR Dizzy j2S-1-Hitbox.pngGGXXACPR Dizzy j2S-2-Hitbox.pngGGXXACPR Dizzy j2S-3-Hitbox.png
Frames 7-9 • Frames 10-12 • Frames 13-14
•Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F


Dizzy utilizes Undine as a blade for an aerial spinning attack.


The attack moves in an arc, starting from behind her, at the bottom on the 10th frame, and in front of her on the 13th frame. It has good vertical range, and with a low IAD j.2S you can often catch crouching opponents with an instant high attack. Also, j.2S has the potential for a crossup via an IAD j.2S over an opponent and since the attack begins from behind Dizzy, it becomes an instant crossover attack that hits the opponent from behind. j.2S is a staple air-to-ground attack and gatlings into j.H for an air-to-ground combo with a followup opportunity upon landing, usually after starting off with an IAD or AD j.2S.


Universal Mechanics

Ground Throw
GGAC Dizzy throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 49 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Dizzy throw.png
Throw like a grappler


Dizzy utilizes Necro to lift her opponent up to deliver a throw attack.


A very important move for Dizzy because a throw can cause knockdown, which in turn allows her to start her okizeme. You can also do a followup combo after the throw for extra damage and/or positioning but in doing so you allow your opponent the opportunity to tech out if the 236H at the end doesn't knockdown or to Burst out if applicable, especially in the case of lightweight characters who are usually able to tech after 236H hits in a throw followup combo. A throw into the corner is the best option since okizeme there is at its strongest, but a throw at mid-screen is also good because you have the possibility for a crossup okizeme if you don't decide to do a followup combo to push your opponent into the corner. It is usually recommended to not use a followup combo and instead let the opponent drop to the ground for knockdown so you can setup for okizeme. Dizzy also has good range with her ground throw, which makes it quite effective in tick-throw setups.

Air Throw
GGAC Dizzy airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
9.40 Forced 50% 60 + WBounce
GGAC Dizzy airThrow.png


Dizzy utilizes Undine and Necro for an aerial throw attack.


Depending on the height of the air throw, you can either followup with a combo or let your opponent fall to the ground for a knockdown. An air throw can often deter an opponent from teching out of the corner. Also, like with a ground throw, it is often better to not do a followup combo and instead let the opponent fall to the ground so you can do okizeme.

Dead Angle Attack
GGAC Dizzy 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 11 2 23 -11 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~12F All
13~32F Throw and Upper Body
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Dizzy 6P.png
GGACR Dizzy DAA Hitbox.png


Similar to her 6P and used to knock an opponent away from you on hit, with an opportunity for a wallbounce if near the proximity of a wall. It is best used when Dizzy is pressured by an opponent and you need to get them off of you as it gives you invincibility from 1-12F and upper body invincibility from 21-35F.


Specials

It Started Out as Just Light
236K/S
GGAC Dizzy 236K.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
K


236K
K It Started Out as Just Light
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 32 62 Total 51 +11 1 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 F 9 10 10 5 27~29F
GGAC Dizzy 236K.png
Commonly referred to as Wheel
GGAC Dizzy 236X Hitbox.png
•Projectile guranteed to activate after 28F
S


236S
S It Started Out as Just Light
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 32 49 Total 54 +8 1 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 F 9 10 10 5 27~29F
GGAC Dizzy 236K.png
GGAC Dizzy 236X Hitbox.png
•Projectile guranteed to activate after 28F

Dizzy utilizes Necro for an attack with a spinning Scythe that moves in varying trajectories depending on the attack button used.


236K

The scythe rises up into the air then falls downward in an arc away from Dizzy. The K Scythe functions well alongside a 421[S] held attack which allows you to attack with a K Scythe without letting go of the summon. It can be used like S Scythe for air control or to keep pressure on by utilizing its FRC point.


236S

The scythe dips slightly then rises upward in an arc away from Dizzy. The S Scythe can be used to control air space, though it's a bit slow to start up. It can also be used to setup tick-throws because it causes minimal blockstun. You can also end some blockstrings with this move and your opponent might not be able to counterattack you because S Scythe is in front of them and already active. FRCing the move also has the potential to make your pressure more effective.

I Use This to Fish
236H/D
GGAC Dizzy 236H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
H


236H
H I Use This to Fish
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 All 14 8 42 -23 3 0 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 Forced 85% F 13 Launch 40 13 31~32F
GGAC Dizzy 236H.png
I Use This To (Summon) Fish
GGACR Dizzy 236H Hitbox.png
•Untechable on CH for 160F
•Dizzy modifier x0.25
D


236D
D I Use This to Fish
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 All 14 8 53 -34 3 0 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 Forced 85% F 13 Launch 40 13 31~32F
GGAC Dizzy 236H.png
I Use This To (Summon) Fish
GGACR Dizzy 236H Hitbox.png
•Untechable on CH for 160F
•Dizzy modifier x0.25

Dizzy utilizes Undine for a ranged attack with an 'Ice Spike'.


236H (aka: Ice Spike) is primarily used as a ground combo ender. In most cases, it can cause knockdown while also providing a movement/carry option for positioning, either to move an opponent toward the corner or for certain okizeme setups. Though it has good range (approximately half-screen distance), 236H has a long recovery period where Dizzy is vulnerable after using the attack. It is important that you learn to FRC this move in order to shorten its recovery period, especially if you miss with the attack. Though the FRC point for 236H is one of the more difficult FRCs to master in GG, the utility of the move opens up greatly if you become proficient in executing it because it gives you opportunities for followup/extended combos, positioning options for okizeme, and shorter recovery time. A counterhit 236H launches the opponent much higher and guarantees knockdown so you either can go for a followup combo due to the increased launch time or go for okizeme instead.

I Use This to Get Fruit
421S
GGAC Dizzy 421S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
421S
I Use This to Get Fruit
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22, 55 All 22 18(15) Total 37 3, 2 0 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 13, 11 Launch, 12 30, 12 13, 12
GGAC Dizzy 421S.png
Eddie Jr.
GGACR Dizzy 421S-1 Hitbox.pngGGACR Dizzy 421S-2 Hitbox.png
•Hold button to delay 2nd attack (up to 102F)
•2nd attack starts up 18F after button is released
•2nd hit activates on 55F at the earliest
•Projectile disappears if Dizzy is hit


Dizzy utilizes Undine to summon an electrified orb that flies upwards then transforms into a lightning-charged projectile that flies toward her opponent. This is a two-part attack.

The first part of the 421S attack (the electric orb) can launch the opponent into the air if they are close, especially if it's an anti-air attack which can give you an opportunity for an air combo. The second part of the attack (Air Spear) homes in on the opponent's current position and then flies toward them. It can either fire immediately or be delayed by holding down [S]. The primary use for 421S is to pin down the opponent and make them wary of their positioning, especially if the attack is held down. If you manage to have 421[S] active and manage to block a pressure string from your opponent, you can release ]S[ to attack them while blocking. 421S is best used in conjunction with other projectile summon attacks for zoning and to keep the opponent away from Dizzy. However, if Dizzy is hit when she performs the move, the projectile attack disappears immediately.

My Talking Buddies
214P/K/S/H/D
GGAC Dizzy 214P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


214P
P My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
21×2 All 58~68 (26~35) 3(32)3 12 [Total 36] 1 0 8×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20×2 9 10 10 11
GGAC Dizzy 214P.png
Character defining special move, if you have to master one thing, make it this.
GGACR Dizzy 214P Hitbox.png
P Fish
K Fish: active frames 1-3, 7-9, 13-15
•Startup varies depending on distance from opponent
•Fish homes in horizontally on opponent location until the startup of the 2nd hit
•Minimum startup for followup is 21F when done after P version
•Initial forward movement is different if performed as followup
•See note ※1
K


214K
K My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 58~60 (27) 15 0 [Total 36] 1 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20×3 9 10 10 11
GGAC Dizzy 214P.png
File:GGACR Dizzy 214K Hitbox.png
K Fish: active frames 4-6, 10-12
•Startup varies depending on distance from opponent
•Fish homes in horizontally on opponent location until active frames
•Initial forward movement is different if performed as followup
•See note ※1
S


214S
S My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 All 77 (44) 35 19 [Total 41] 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20 11 12 40 + WStick 27 12
GGAC Dizzy 214P.png
GGACR Dizzy 214S Hitbox.png
S/H Fish. Laser goes full screen
•If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
•See note ※1
H


214H
H My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 All 77 (44) 35 19 [Total 36] 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20 11 12 40 + WStick 27 12
GGAC Dizzy 214P.png
GGACR Dizzy 214S Hitbox.png
•If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
•See note ※1
D


214D
D My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 72~77 (40~44) 3 24 [Total 36] 5 10 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20 19 Stagger 45 18 15
GGAC Dizzy 214P.png
GGACR Dizzy 214D Hitbox.png
D Fish
•Startup depends on the distance from the opponent
•Tracks opponent horizontal position
•Custom blockstun
•See note ※1

Dizzy utilizes Undine to summon a projectile that can do various attacks depending on the attack button used. The 214 series are usually referred to as 'Fish' summons. In GGAC, it is possible to followup a 214 summon with another summon for a consecutive attack by pressing the corresponding attack button after the initial summon input. This can be used to create combinations of summon attacks that can be utilized in various ways, like for okizeme, zoning, or even rushdown.


214P
This summon homes in horizontally on the opponent for a short-ranged attack that hits (bites) twice. The distance that 214P travels is quite short so this summon is best used when you are standing next to an opponent that has been knocked down. 214P can act as a shield because the summon attack stays out for quite awhile, which in turn has the potential to protect Dizzy from an opponent's attack since they are likely to hit the summon instead of her. It can also be used to safely setup other summon attacks (214P~H, 421[S], 236K, ]S[).


214K
This summon homes in horizontally and rushes toward the opponent for an attack that hits (bites) once. The distance that 214K travels is approximately 3/4 of the screen so this summon is best used as a long-range attack against the opponent. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. Like the 214P summon, there is the possibility that the opponent's attack may hit the 214K summon instead of Dizzy, but in the off chance that the opponent manages to hit her first, the summon will continue to attack and possibly interrupt the opponent from continuing their combo, just be wary of multi-hit attacks though.


214S
This summon flies forward for a bit then fires a laser while moving upwards that goes across the screen. 214S is best used from long-range due to its slow startup and recovery. You can use this summon to trick the opponent into thinking that you have used 214H summon here, which may cause them to jump up and get hit by the laser. Another example is to use this summon after an opponent has been knockdown and in some cases the opponent will wakeup and block in anticipation of a 214H summon, which allows you an opportunity to dash in and throw them.


214H
This summon flies forward for a bit then fires a laser above the ground that goes across the screen. 214H is best used from long-range since the laser covers a large distance and hits ground-based opponents, which forces the opponent to either block the laser or jump to avoid the attack. The 214H summon is also best utilzed for okizeme since the timing of the summon attack will hit just about all opponents as they wakeup from knockdown (after a throw, 2H, CH 236H). Remember to use 214H from long (max) range because an opponent is likely able to punish you at closer ranges when you summon.

Please Leave Me Alone
j.214P/K/S
GGAC Dizzy j214P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Summon


j.214P
Please Leave Me Alone
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 176 Total 22
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/-
GGAC Dizzy j214P.png
•Dizzy is in CH state 1~15F
•Cannot summon another bubble until 33F after bubble naturally disappears, or 17F after popping the bubble
•Bubble stops moving 160~176F
•Dizzy can pop bubble by attacking the bubble
•Bubble automatically pops after 177F
Pop


j.214P Pop
Please Leave Me Alone (Pop)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 All 13 4 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 16 Launch 36 14
GGAC Dizzy j214P.png

Dizzy utilizes Undine to create a bubble, while she is airborne, that floats in mid-air and slowly moves in varying trajectories depending on the attack button used. Once summoned, the bubble will move in a specific trajectory until it is popped by an attack from Dizzy or it reaches its maximum allotted time limit. If the opponent is hit by a popped bubble, they are launched into the air which creates an opportunity for a followup combo.

The j.214 series (Bubble) have various uses: offense, defense, zoning, and okizeme.
Dizzy also has a specific combo option called the 'Bubble Loop', which utilizes a bubble as part of a combo to deal massive damage.

It is possible to tiger-knee (TK) this move (2147+P/K/S) which allows you to perform a quick bubble summon from the ground that is low-altitude and afterwards gives you access to aerial movement manuevers, such as airdash or jump cancel for either offensive/defensive followups.


j.214P
This bubble summon slowly moves forward in a horizontal trajectory until it is popped or reaches its maximum allotted time limit. P Bubble can be used to control aerial space horizontally, which can often deter an opponent from approaching by air due to a possible anti-air attack from a popped bubble.


j.214K
This bubble summon slowly moves forward while descending at a 45° downward trajectory until it is popped or reaches its maximum allotted time limit. K Bubble can be used like P Bubble to control aerial space and since it moves diagonally toward the ground it is effective as an air-to-ground option as it it able to reach and provide cover against standing/crouching opponents and especially on their wakeup as okizeme.


j.214S
This bubble summon slowly descends at at 75° downward trajectory until it is popped or reaches its maximum allotted time. If S Bubble hits the ground, it bounces back up, which is noticable if you do a TK S Bubble. Like K Bubble, S Bubble is effective as an air-to-ground option for cover, especially if it's used directly over an opponent.

Respect
GGAC Dizzy Respect.png

GGXXACPR Dizzy R-1-Hitbox.png
GGXXACPR Dizzy R-2-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Dizzy watches Necro and Undine argue over nothing.

One of the three respects in the game with a hitbox. You probably don't want to use this.


Force Breaks

FB Please Leave Me Alone
j.214D
GGAC Dizzy j214D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Summon


j.214D
FB Please Leave Me Alone
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 199 Total 25
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Dizzy j214D.png
•Dizzy is in CH state 1~21F
•Cannot summon another bubble until 31F after the bubble naturally disappears, or 17F after popping the bubble
•Dizzy can pop bubble by attacking the bubble
•Bubble disappears if Dizzy is hit
Pop


j.214D Pop
FB Please Leave Me Alone (Pop)
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 All 13 6 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 16 Launch 36 14
GGAC Dizzy j214D.png

Dizzy utilizes Undine to create an enhanced Bubble, while she is airborne, that homes in on the opponent and sticks to them until it is popped or reaches its maximum allotted time. Requires 25% Tension.


j.214D

FB Bubble differs from the normal bubbles in a few ways: it homes in quickly on an opponent rather than move in a set trajectory, it has a larger hitbox when the bubble is popped, and the recovery time after input is longer than that of the normal bubbles. You can use FB Bubble to determine an opponent's general location in you are airborne since it homes in on their position, which can give you some cover for your landing if you anticipate that the opponent will use an anti-air attack. FB Bubble can be utilized with other summons for pressure. An example would be to summon FB Bubble then do 421[S] and once the bubble is in range of the opponent, release ]S[ and dash in.

FB I Use This to Get Fruit
421D
GGACR Dizzy 421D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
421D
FB I Use This to Get Fruit
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×3 All 31 Total 47 3 10×3 10×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24×3 F 13 Launch 14 13 15~16F
GGACR Dizzy 421D.png
She actually uses it to win neutral
GGACR Dizzy 421S-2 Hitbox.png
Same as the spear part of 421S
•Homes in on opponent's location until active frames
•The spears lose their hitbox if Dizzy is hit
•Dizzy is in CH state 1~20F


Dizzy utilizes Undine to summon three electrified orbs that immediately turn into spears that shoot towards the opponent in rapid succession.

Unlike 421S, this move cannot be delayed.


Overdrives

Imperial Ray
632146S
GGAC Dizzy 632146S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146S
Imperial Ray
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40×N All 7+0 {6(4)}×N Total 41 3 10×N 9×N
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5~6F Strike F 13 Launch 90 0 43~44F during superflash
GGAC Dizzy 632146S.png
GGACR Dizzy 632146S Hitbox 1.pngGGACR Dizzy 632146S Hitbox 2.png
Initial hitbox • Max height
•Opponent cannot move until the 9th active frame
•Dizzy modifier x0.5
•Chip damage x1.5
•Flames can pass through other projectiles


Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen. Requires 50% Tension.

Imperial Ray can be used to force an opponent away from Dizzy, which gives her some breathing room to act. If the Overdrive hits, the opponent is carried across the screen and sometimes into the corner if you are fortunate. You can sometimes even followup with a combo afterwards, but it's usually better to let Imperial Ray hit completely so that you can get a knockdown for okizeme. This Overdrive doesn't give Dizzy much invincibility, until 5 frames has passed, so don't use it on wakeup against an opponent's attack as they are likely to hit you out of it. Also, if an opponent has already initiated an attack upon you and you try to counter with Imperial Ray, there is a chance that you'll trade hits, which will cause the overdrive to disappear.

Using Imperial Ray also causes a freeze-time effect, which stops all action onscreen with the exceptions of projectiles. Dizzy can utilize the 'freeze' to perform unblockable attacks with her summons. For example, do either 421S or 214H then prime the motion for the Overdrive, and if you see that the opponent isn't in a blocking state complete the Overdrive motion to freeze the onscreen action and have your summon attack hit them. If it's done correctly, the opponent will be unable to block the attack.

Necro Unleashed
632146P
GGAC Dizzy 632146P.png
GGAC Dizzy 632146P 2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146P
Necro Unleashed
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0, 40×6 Throw 9+4 20 14 1, 3×6 8, 7×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~9F All
10~14F Strike
Launch Down 11
GGAC Dizzy 632146P.pngGGAC Dizzy 632146P 2.png
Every time...
GGAC Dizzy 632146P Hitbox.png
•Dizzy modifier x0


Dizzy summons a large magic circle glyph on the ground in front of her that approximately reaches up to a 1/2 screen away. If the opponent is standing/crouching in the within the range of the circle, they are transported and trapped within a coffin. Then Necro, who possesses Dizzy for a moment, uses a bow and fires some magic arrows into the coffin. Requires 50% Tension.

The main feature of this Overdrive is that it is unblockable on the ground and functions like a ranged throw attack, though the attack can be avoided by jumping away from the activation area of the magic circle. It can also function as an anti-air attack by using the Overdrive just as the opponent is about to hit you from the air with a jump-in attack, their attack will whiff right through you and then they land in the activation range of the Overdrive. This Overdrive will not connect with the opponent if they are in blockstun.

Gamma Ray
64641236H
GGAC Dizzy 64641236H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
64641236H
Gamma Ray
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13×5, 12×32 All 16+7 6(24)6(51)46 -31 5 20×39 6×5, 4×32
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
200% F 18 Launch 120×5, 18×32 7×5, 15×32 53~58F
GGAC Dizzy 64641236H.pngGGAC Dizzy 64641236H-2.pngGGAC Dizzy 64641236H-3.png
• • Vaguely useless easter egg move
GGACR Dizzy 64641236H Hitbox 1.pngGGACR Dizzy 64641236H Hitbox 2.pngGGACR Dizzy 64641236H Hitbox 3.png
Gets slightly bigger • • Small lasers end before big
•Dizzy is knocked down at the end of move
•Dizzy modifier x0 after the two initial hits
•2nd superflash occurs on 109F
•Opponent's inputs are frozen until 3F after the 2nd super flash


Necro appears and fires 3 lasers at the opponent, which float them. Then, his cloak transforms into a dragon head that fires a large beam at the opponent that hits multiple times. Dizzy is knocked down at the end of the Overdrive. Requires 100% Tension.

Though Gamma Ray looks impressive for an Overdrive, its use is rather limited due to its slow startup, it doesn't hit opponents that are close or above you, and Dizzy is quite vulnerable when using this Overdrive, which makes her prone to getting attacked and punished and waste Tension in the process. If you do manage to hit an opponent with Gamma Ray, it does a big chunk of damage due to its 200% proration. You can FRC the first hit and go with a massively upscaled combo following. If the opponent blocks, either their Guard Gauge or Tension Gauge become severely affected in guarding against the attack.


Instant Kill

I Can't... Contain My Strength
[2]8462+P+H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Instant Kill with abnormal input

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Dizzy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.